mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-25 13:21:30 +00:00
188 lines
4.6 KiB
C++
188 lines
4.6 KiB
C++
#include "common.qh"
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#include "effect.qh"
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#include "weapon.qh"
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#include "equip.qh"
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#include "damage.qh"
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#include "misc.qh"
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#define STR_EQUIPID_NAILGUN "Nailgun"
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void() _deathmsg_nailgun = {
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local string def_nname, att_nname;
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local float r;
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def_nname = name(self);
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att_nname = name(self.dmg_attacker);
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if (self.dmg_attacker == self) {
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bprint(PRINT_DEATH, def_nname, " enjoys the pain.\n");
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} else {
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r = random()*2;
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if (r < 1) bprint(PRINT_DEATH, def_nname, " was nailed by ", att_nname, ".\n");
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else bprint(PRINT_DEATH, att_nname, " nailed ", def_nname, ".\n");
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}
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};
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void() _spike_touch =
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{
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if (pointcontents(self.origin) == CONTENT_SKY) {
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remove(self);
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return;
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}
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if (!damage(other, self.goalentity, self, self.dmg, _deathmsg_nailgun))
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effect_nail_spark(self.origin, self.velocity);
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safe_remove(self);
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};
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void(float ox, float damg, string mod) _nailgun_fire_spike =
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{
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local vector dir;
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local entity missile;
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makevectors (self.v_angle);
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dir = aim(self, 1000);
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missile = spawn_missile("NAIL", mod, shootorigin(self) + v_right*ox, dir, 1000);
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missile.dmg = damg;
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missile.mass = missile.dmg * 8;
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missile.touch = _spike_touch;
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damage_attack(missile);
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effect_muzzleflash();
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effect_smallkick(self);
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};
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//============================================================================
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void() _w_nailgun_think = {
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self.weaponframe++;
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if (self.weaponframe == 9)
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self.weaponframe = 1;
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/* FIXME: Use short circuit logic here when compiler supports */
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if (!self.button0 || self.weaponframe < 1 || self.weaponframe > 8) {
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self.weaponframe = 0;
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self.w_think = NOTHING_function;
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self.mdl_func(MDL_FUNC_IDLE, 0);
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return;
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}
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if (!util_weapon_use_ammo(ammo_nails, 1)) {
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self.weaponframe = 0;
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self.w_think = NOTHING_function;
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self.mdl_func(MDL_FUNC_IDLE, 0);
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return;
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}
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sound(self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM);
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if (self.weaponframe & 1) _nailgun_fire_spike(4, 9, "progs/spike.mdl");
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else _nailgun_fire_spike(-4, 9, "progs/spike.mdl");
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self.attack_finished = time + 0.2;
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};
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/* WEAPON 4 nailgun */
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float(float action)
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w_nailgun = {
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if (action == WEAPON_AMMO) {
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self.items |= IT_NAILS;
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return self.ammo_nails;
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} else if (action == WEAPON_WEIGHT) {
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return 30;
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} else if (action == WEAPON_SELECTABLE) {
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if (!equip_query(self, EQUIPID_NAILGUN))
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return 0;
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if (self.ammo_nails >= 1)
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return 1;
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return -1;
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} else if (action == WEAPON_SELECT) {
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self.weaponmodel = "progs/v_nail.mdl";
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self.weaponframe = 0;
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self.mdl_mod = (self.mdl_mod & ~MDL_MOD_WEP_MASK) | MDL_MOD_WEP_NAILGUN;
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weaponprint(STR_EQUIPID_NAILGUN);
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} else if (action == WEAPON_FIRE) {
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self.mdl_func(MDL_FUNC_FIRE, 0);
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self.w_think = _w_nailgun_think;
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self.w_think();
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self.w_thought = TRUE;
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} else if (action == WEAPON_INIT) {
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precache_model("progs/v_nail.mdl");
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precache_model("progs/spike.mdl");
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precache_sound("weapons/rocket1i.wav");
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}
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return 0;
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};
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//============================================================================
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#define STR_EQUIPID_SUPER_NAILGUN "Super Nailgun"
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void() _w_super_nailgun_think = {
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self.weaponframe++;
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if (self.weaponframe == 9)
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self.weaponframe = 1;
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/* FIXME: Use short circuit logic here when compiler supports */
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if (!self.button0 || self.weaponframe < 1 || self.weaponframe > 8) {
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self.weaponframe = 0;
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self.w_think = NOTHING_function;
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self.mdl_func(MDL_FUNC_IDLE, 0);
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return;
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}
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if (!util_weapon_use_ammo(ammo_nails, 2)) {
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self.weaponframe = 0;
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self.w_think = NOTHING_function;
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self.mdl_func(MDL_FUNC_IDLE, 0);
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return;
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}
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sound(self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
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_nailgun_fire_spike(0, 18, "progs/s_spike.mdl");
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self.attack_finished = time + 0.2;
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};
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/* WEAPON 5 super_nailgun */
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float(float action)
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w_super_nailgun = {
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if (action == WEAPON_AMMO) {
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self.items |= IT_NAILS;
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return self.ammo_nails;
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} else if (action == WEAPON_WEIGHT) {
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return 45;
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} else if (action == WEAPON_SELECTABLE) {
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if (!equip_query(self, EQUIPID_SUPER_NAILGUN))
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return 0;
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if (self.ammo_nails >= 2)
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return 1;
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return -1;
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} else if (action == WEAPON_SELECT) {
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self.weaponmodel = "progs/v_nail2.mdl";
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self.weaponframe = 0;
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self.mdl_mod = (self.mdl_mod & ~MDL_MOD_WEP_MASK) + MDL_MOD_WEP_SUPER_NAILGUN;
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weaponprint(STR_EQUIPID_SUPER_NAILGUN);
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} else if (action == WEAPON_FIRE) {
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self.mdl_func(MDL_FUNC_FIRE, 0);
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self.w_think = _w_super_nailgun_think;
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self.w_think();
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self.w_thought = TRUE;
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} else if (action == WEAPON_INIT) {
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precache_model("progs/v_nail2.mdl");
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precache_model("progs/s_spike.mdl");
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precache_sound("weapons/spike2.wav");
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}
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return 0;
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};
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